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assets.h
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assets.h
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//
// assets.h
// Battleship 1.2
//
// Created by Kollin Mendoza on 8/7/19.
// Copyright © 2019 km. All rights reserved.
//
#ifndef assets_h
#define assets_h
#include <vector>
// --------------------------------------------------------------------------------------------------------------------------------
/*
- game logic assets -
coordinate (struct) : represents point on cartesian plane (x,y)
placement (struct) : two coordinates (start, end) glued together
battleship (class) : represents every battleship, contains methods to place randomly, etc.
board (class) : represents gameboard, contains methods to alter data, print to screen, etc.
*/
// --------------------------------------------------------------------------------------------------------------------------------
struct coordinate {
// (x,y) coordinate
int x = 0;
int y = 0;
};
struct placement {
coordinate start;
coordinate end;
};
class battleship {
std::string shipTitles [5] = {"Patrol Boat", "Submarine",
"Destroyer", "Battleship", "Carrier"};
char shipCodes [5] = {'p', 's', 'd', 'b', 'c'};
int shipLengths [5] = { 2, 3, 3, 4, 5 };
public:
std::string title;
char code;
int length;
coordinate startPoint;
coordinate endPoint;
std::vector<coordinate> locationCoords;
void assignShipType(int typeIdentifier) {
title = shipTitles[typeIdentifier];
code = shipCodes[typeIdentifier];
length = shipLengths[typeIdentifier];
}
void assignRandomPlacement() {
locationCoords.clear();
coordinate startCoord, endCoord;
bool isHorizontal = rand() % 2; // randomly chooses a direction
int sameAxis = rand() % 10;
int dAxisStart = rand() % (11 - length);
int dAxisEnd = dAxisStart + length - 1;
if (isHorizontal) {
startCoord.x = sameAxis;
endCoord.x = sameAxis;
startCoord.y = dAxisStart;
endCoord.y = dAxisEnd;
}
else {
startCoord.y = sameAxis;
endCoord.y = sameAxis;
startCoord.x = dAxisStart;
endCoord.x = dAxisEnd;
}
startPoint = startCoord;
endPoint = endCoord;
coordinate locCoord;
for (int h = startCoord.x; h <= endCoord.x; h++) {
for (int v = startCoord.y; v <= endCoord.y; v++) {
locCoord.x = h;
locCoord.y = v;
locationCoords.push_back(locCoord);
}
}
}
void assignPlacement(coordinate startCoord, coordinate endCoord) {
coordinate locCoord;
startPoint = startCoord;
endPoint = endCoord;
std::cout << "in assignPlacement, startCoord = " << startCoord.x << ", " << startCoord.y << '\n';
std::cout << " and endCoord = " << endCoord.x << ", " << endCoord.y << '\n';
for (int h = startCoord.x; h <= endCoord.x; h++) {
for (int v = startCoord.y; v <= endCoord.y; v++) {
locCoord.x = h;
locCoord.y = v;
locationCoords.push_back(locCoord);
}
}
}
};
class board {
/*
gamestate is a 2D array of chars which indicate different states of
every cell. this is necessary to have different behaviors for each
state, especially in response to player moves.
gamestate char codes:
'o' : open water
'h' : hit
'm' : miss
others: correspond to battleship char array "shipCodes"
*/
static const int xDim = 10;
static const int yDim = 10;
static const int numShips = 5;
char gamestate[yDim][xDim];
public:
std::vector<battleship> shipsInPlay;
std::vector<battleship> sunkShips;
void modifyState(coordinate c, char newVal) {
// for using coordinate object instead of directly modifying gamestate
gamestate[c.y][c.x] = newVal;
}
void cleanBoard() {
for (int x = 0; x < xDim; x++) {
for (int y = 0; y < yDim; y++) {
gamestate[y][x] = 'o'; // make board all open water
}
}
}
bool isPopulated() {
if (shipsInPlay.size() != 5) return false;
return true;
}
void place(battleship b) {
shipsInPlay.push_back(b);
for (int i = 0; i < b.locationCoords.size(); i++) {
std::cout << "placing " << b.locationCoords[i].x << ", " << b.locationCoords[i].y << '\n';
modifyState(b.locationCoords[i], b.code);
}
}
bool checkCollision(battleship b) {
for (int xPos = b.startPoint.x; xPos <= b.endPoint.x; xPos++) {
for (int yPos = b.startPoint.y; yPos <= b.endPoint.y; yPos++) {
// if there is anything besides open water, there must be another ship there
if (gamestate[yPos][xPos] != 'o') return true;
}
}
return false;
}
void populateRandomly() {
// assign random placement of ships
for (int shipType = 0; shipType < numShips; shipType++) {
battleship currentShip;
currentShip.assignShipType(shipType);
currentShip.assignRandomPlacement();
// ensure no collisions, re-trying if there are
while (checkCollision(currentShip)) currentShip.assignRandomPlacement();
shipsInPlay.push_back(currentShip);
place(currentShip);
}
}
void hideShips() {
// allowing player to assign placement of ships
for (int shipType = 0; shipType < numShips; shipType++) {
battleship currentShip;
currentShip.assignShipType(shipType);
}
}
bool checkIfSunk(char ship) {
// check if ship still exists on board. if not, it's sunk.
for (int x = 0; x < xDim; x++) {
for (int y = 0; y < yDim; y++) {
if (gamestate[y][x] == ship) return false;
}
}
return true;
}
void sunk(char bCode) {
for (int i = 0; i < shipsInPlay.size(); i++) {
if (shipsInPlay[i].code == bCode) {
sunkShips.push_back(shipsInPlay[i]);
shipsInPlay.erase(shipsInPlay.begin() + i);
}
}
}
char registerStrike(coordinate strike) {
/*
returns:
'm' if player misses;
'h' if player hits hidden ship;
's' if player sinks the ship;
'r' if repeated strike (no effect)
*/
char strikeZone = gamestate[strike.y][strike.x];
switch (strikeZone) {
case 'o': // player misses, hitting open water
modifyState(strike, 'm');
return 'm';
case 'h': // player already hit or missed this area
case 'm':
return 'r';
default: // every other char indicates hidden ship
modifyState(strike, 'h');
if (checkIfSunk(strikeZone)) {
sunk(strikeZone);
return 's';
}
return 'h';
}
}
bool check1pWin() {
if (shipsInPlay.size() == 0) return true;
return false;
}
// method to print game board to screen
void showBoard(int debug) {
// debug = 1 for debug board that shows hidden ships; = 0 for normal
int lefthandBuffer = 7; // lefthand border offset (after labels)
int verticalBuffer = 4; // vertical spacing between rows
int cellSpacing = 6; // horizontal spacing between cells
std::string space = std::string(cellSpacing, ' ');
std::cout << std::string(3+lefthandBuffer, ' '); // top row, alphabetic column labels
for (char l = 'A'; l < 'K'; l++) std::cout << l << std::string(2+cellSpacing, ' ');
for (int i = 0; i < verticalBuffer; i++) std::cout << '\n';
for (int colInd = 0; colInd < xDim; colInd++) {
if (colInd < 9) std::cout << ' ' << colInd+1; // lefthand side, numeric row label
else std::cout << colInd+1;
std::cout << std::string(lefthandBuffer, ' '); // printing content of row (cells)
for (int rowInd = 0; rowInd < yDim; rowInd++) {
switch (gamestate[colInd][rowInd]) {
case 'h':
std::cout << "[X]" << space; // hit
break;
case 'm':
std::cout << "[O]" << space; // miss
break;
case 'o':
std::cout << "[ ]" << space; // open water or hidden ship w/o debug behavior
break;
default: // hidden ship, but with debug behavior
// if debugging, show exactly what ship is where
if (debug == 1) {
std::cout << "[" << gamestate[colInd][rowInd] << "]" << space;
break;
}
else std::cout << "[ ]" << space;
break;
}
}
for (int rowBuf = 0; rowBuf < verticalBuffer-1; rowBuf++) std::cout << '\n';
}
}
};
// --------------------------------------------------------------------------------------------------------------------------------
/*
- interface assets -
player (class) : represents each player, containing their name, score, etc.
infoBar (class) : properly formatted information block for various purposes
*/
// --------------------------------------------------------------------------------------------------------------------------------
class player {
public:
std::string name;
int maxMisses = 17;
int missesRemaining = maxMisses;
int score = maxMisses;
bool turn = false;
void setScore(int scr) {
score = scr;
}
void gainPoint() {
score++;
}
void losePoint() {
score --;
}
void switchTurns() {
turn = !turn;
}
void missed() {
missesRemaining--;
losePoint();
}
};
class infoBar {
int lefthandBufferSize = 23;
int valuesSpacingSize = 15;
std::string leftBuffer = std::string(lefthandBufferSize, ' ');
std::string valuesBuffer = std::string(valuesSpacingSize, ' ');
public:
void showScores(player player1, player player2) {
std::cout << leftBuffer;
std::cout << player1.name << "\'s score: " << player1.score;
std::cout << valuesBuffer;
std::cout << player2.name << "\'s score: " << player2.score << '\n';
std::cout << leftBuffer;
// this is just for correct grammar
switch (player1.missesRemaining) {
case 16:
// they've only missed once
std::cout << player1.name << " has missed " << player1.maxMisses-player1.missesRemaining
<< " time; " << player1.missesRemaining << " misses remaining.";
break;
case 1:
// only one miss left
std::cout << player1.name << " has missed " << player1.maxMisses-player1.missesRemaining
<< " times; only " << player1.missesRemaining << " miss remaining.";
break;
default:
// they've missed more (or less) than once
std::cout << player1.name << " has missed " << player1.maxMisses-player1.missesRemaining
<< " times; " << player1.missesRemaining << " misses remaining.";
break;
}
std::cout << "\n\n\n";
}
void respond(board gb, player player1, player player2, char responseType) {
std::cout << std::string(lefthandBufferSize+9, ' ');
switch (responseType) {
case 'o':
// message for beginning one-player game
std::cout << "battleships are in position.\n";
std::cout << std::string(lefthandBufferSize+9, ' ') << "waiting on your command, " << player1.name << '.';
break;
case 't':
// message for beginning two-player game
std::cout << player2.name << ", place your battleships.";
break;
case 'p':
// message for successful ship placement
std::cout << gb.shipsInPlay[gb.shipsInPlay.size()-1].title << " is in position.";
break;
case 'r':
// message for repeat hits on a coordinate
std::cout << player1.name << " has already hit that coordinate. please try again.";
break;
case 'm':
// message for a miss
std::cout << "it's a miss, " << player1.name << ".";
break;
case 's':
std::cout << player1.name << " sunk " << player2.name << "\'s " << gb.sunkShips[gb.sunkShips.size()-1].title << "!";
break;
case 'h':
// message for a hit
std::cout << "it's a hit!";
break;
case 'e':
// message for invalid input
std::cout << "error: invalid input given. please try again.";
break;
case 'l':
// message for player loss
std::cout << "sorry, " << player1.name << ", it's a loss this time.";
break;
case 'w':
// message for player win
std::cout << "congratulations, " << player1.name << ", you win!";
break;
case 'f':
// message for player 1 beating player 2
std::cout << player1.name << " wins! better luck next time, " << player2.name << ".";
break;
case 'g':
// message for player 2 beating player 1
std::cout << player2.name << " wins! better luck next time, " << player1.name << ".";
break;
}
std::cout << "\n\n\n";
}
};
#endif /* assets_h */